#speed limit dependent on the curve radius

44 messages · Page 1 of 1 (latest)

cerulean locust
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Currently trains slow down the same no matter the curve radius or the incline of the track. What If the speed limit dependent on the radius or the curves?
Some mathematical formulas:
https://en.m.wikipedia.org/wiki/Minimum_railway_curve_radius

The minimum railway curve radius is the shortest allowable design radius for the centerline of railway tracks under a particular set of conditions. It has an important bearing on construction costs and operating costs and, in combination with superelevation (difference in elevation of the two rails) in the case of train tracks, determines the ma...

graceful iron
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This would be amazing considering most of wrf line has the tiniest slight curve that caps speed on almost the whole line

cerulean locust
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Now the question is how to calculate the curve radius

near prawn
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we've thought about this behind the scenes and it is doable

cerulean locust
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Oh then you could calculate the maximum speed with something like this

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Most of it is constants though for the purpose of minecraft

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like the friction coefficient and the superelevetion which doesn't exist in create as curved tracks dont have a height diffrence between rails

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also what is the gravity acceleration in minecraft?

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or should the calculation be made using earth parameters

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Because if we use earth parameters the formual is reduced to this

ripe spade
weak wolf
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but it isn't saved

rigid flare
# weak wolf but it isn't saved

But the part of the code that does it already exists, so if there aren't any major problems, you can copy the existing code to calculate it

cerulean locust
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Those calculations are for realistic pieces of track and will be a nuisance as the speeds are going to be really low

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I propose adding a multiplier or using a diffrent scale

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for meters per block

ripe spade
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or if they added 22,5* tracks it'd be possible to do some "straigther curves"

dusky glade
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It would have to be roughly 26.6°, but I agree it would be nice. Sounds complicated to implement though, would have to be double long

vivid beacon
cerulean locust
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yeah i did notice it later

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They are compleatly out of scale

vivid beacon
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Remove the elevation

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And have the friction coefficient as .7

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“The aim for rail operators is to reduce the coefficient of friction to a safe intermediate level that allows normal traction and braking, and which remains stable under all normal operating conditions. At the wheel/rail interface, this is usually within the 0.3-0.4 range. On a dry unlubricated rail, it is around 0.7.” https://www.rsclare.com/blog/top-of-rail-friction-management-explained/#:~:text=The aim for rail operators,rail%2C it is around 0.7.

If you’ve heard of Top of Rail Friction Management but are still not sure what it is, this post is for you. A short introductory guide to the topic, it

cerulean locust
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now that your saying it like that , yeah it does make sense

vivid beacon
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I hope you know I wished months ago I could do this 😭

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Now I can derive the equation and know how it works

errant latch
vivid beacon
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Nodes

cerulean locust
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Additional idea, Track type influeance the Max speed

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So wooden tracks would have lower max speed

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And "concreate" ones would have a higher one

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Also woudl make the speed function diffrent for both of them?

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So to distinguish high speed mainlaine from spurs

vivid beacon
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I’ve thought about that but no one likes the idea

cerulean locust
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Yeah but now its gonna be combined with this. Maybe make it configurable?

weak wolf
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disabled by default

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it just makes wooden tracks bad

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doesn't really add much to gameplay

vivid beacon
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True

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I still think using the math which is highly possible to be a better idea

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If we worry to much about speed or could be made so within a gradient it’s high speed and if the corner is too sharp then it’ll slow the train

cerulean locust